BBC SPORT | Rugby Union | Laws & Equipment | What is a line-out? What is a line-out? The line-out is another awesome sight in rugby union. It is a way of restarting play after the ball has been knocked or kicked out of play past the touch line. The line-out consists of three to eight players from each side, up to 16 in total, and is taken where the ball went out of play. The aim of each player is simply to get their hands on the ball for their team. So how does it work? The advantage is with the team throwing in. They get the ball because they were not the team who last touched the ball before it went out. They also get to decide how many players will make up the line-out. FORMING A LINE-OUT The eight forwards and the scrum-half are the players who make up the line-out. The most important players are the hooker, the two second rows and scrum-half. They are responsible for getting the ball out to the backs or for the rest of the forwards. That does not mean the other players have nothing to do. Far from it.

The line-out must be formed past the five-metre line and no more than 15m in from the touchline, and both teams must have a one metre gap between them. If the referee decides one team has purposely closed the gap, a penalty will be awarded to the other team. LINE-OUT THROWS The hooker is usually the player with the job throwing the ball into a line-out. Their aim is to find the "jumpers", usually the two second rowers. But this is not easy. The other team also want the ball, so they'll be doing all they can to upset the hooker's throw. The hooker gets a call from one of the jumpers or the scrum half, usually in a code no-one except your team understands, on who to aim the throw at. They must stand behind the touch line when they make their throw. And the throw must be deadly straight, otherwise the referee will have the line-out taken again, but this time the opposition get the throw in.

RETAKEN THROWS The line-out may look very simple, but it has plenty of laws every player must follow: The ball must be thrown straight All players not in the line-out must be 10m behind the last man in the line No player can use a one of the opposition to use as support when they are jumping No player is allowed to push, charge or hold another player in the line-out No player can be lifted before the ball is thrown No jumper can use the outside of their arm to catch or deflect the ball Depending on how serious the offence is, the referee will either award a penalty or free-kick to the team who did not make the offence. Rugby Union : AIS : Australian Sports Commission Body Size and Shape Characteristics of the Sport Rugby union is a game of strength, skill and speed. It is characterised by short bursts of high intensity running and heavy tackling, interspersed with periods of recovery. The object of the game is to score more points than the opposition. Points can be scored through tries (grounding the ball in the opponents' in-goal), try conversions (via a place or drop kick), a drop kick in general play or a penalty kick.

Teams consist of 15 players - 8 forwards (they numbered 1-8 and are classified as either ‘tight 5’ and ‘loose’ forwards) and 7 backs (numbered 9-15). Seven substitutions are allowed per match, however once a player is substituted they cannot return to the field. Games are played over 40 minute halves, with a 10 minute half time break. Rugby 7’s is a newer version of the game, in which teams of 7 players (predominately the backs, or more agile, skilful forwards) play on grounds with the same dimensions as the 15-a side game. A more open, free flowing version of the original, it is played over 2 x 7 minute halves, with 1 minute half time break. Training Like many team sports, the rugby union season is divided into three phases - pre-season, competition and off-season. At the professional level, the amount of time spent in each period can vary quite markedly between players with or without international commitments. The off-season can range in length from 1-2 months.

While no formal training is scheduled during this period, most professional players will be required to return to pre season training at a certain level of fitness, so an off-season without any training is unlikely. At the professional level, the pre-season usually begins in September or October. However for those players with international commitments, it can be as late as January. Though the type of training a player will undertake is likely to be position specific and individualised, it will generally involve a combination of interval/speed sessions, large amounts of strength work and some endurance. A lot of endurance and interval training is now carried out through game-based drills and small sided games. Near the end of the pre season, teams will incorporate more game focused training including contact, as well as play a series of trial matches to fine tune match skills and conditioning. The competitive season typically involves one match per week. The focus of the period in between games is on recovery, maintenance of strength and fitness, as well as tactical training for the upcoming game. A typical week may include 2-3 gym sessions, 3-4 team based training sessions and a day (usually the day after the match) dedicated to recovery.

Competition The Super 14 competition is played as a weekly competition and runs from February through May. Games are usually played on weekends during the afternoon or evening across different continents and time zones. Selected players will also compete at international level, typically between July and November. Players not involved at the international level will usually compete in state based club competitions over the same period. During an 80 minute game of rugby, the ball is typically only in play for approximately 30 minutes, with the remaining time made up of injury stoppages, setting up for scrums/line-outs and kicking for penalty goals/try conversions. Typical distances covered are ~5.8 km, with 2.2. km at walking pace, 1.6 km jogging and 2.0 km sprinting, with typical sprint distances being an average of ~20 metres. Backs, in their role as ball carriers generally cover greater distances than forwards. Games can be played in a variety of environmental conditions, ranging from very hot and/or humid to very cool conditions. Physical Characteristics While the physical characteristics of Rugby Union players will vary depending on their role within the team, a large degree of muscle mass is a typical trait in most of them.

In their role as ball carriers, backs need to be quick and agile, and therefore tend to be lighter and leaner than forwards. That said, loose forwards will likely be leaner than the tight five forwards. Common Nutrition Issues Gaining muscle mass The goal for many development Rugby Union players seen at the AIS is to achieve gains in lean body mass. Consuming sufficient energy and macronutrients to achieve such gains can be difficult, given their already high energy requirements and training load. To achieve the level of energy intake required, players should consume ~6 meals/snacks a day, with a focus on nutrient dense carbohydrate rich foods that also provide moderate amounts of protein. Planning of these meals and snacks ahead of time is vital to ensure they do not miss meals and/or make poor choices due to lack of access or availability to suitable foods. Cooking classes and shopping tours can serve as valuable tools to develop nutrition skills and knowledge, as well as enhance the player’s ability to identify appropriate meal and snack options. Another key strategy in promoting gains in or at least maintaining lean body mass is through the strategic intake of appropriate foods/fluids during and after hard training sessions. Intake of carbohydrate during a session (e.g.

sports drink, gels) can not only help to enhance training performance through provision of fuel for the working muscles and central nervous system, but also make it easier to meet overall daily energy requirements. During the immediate post training period (both team and weights sessions), it’s important players consume a snack that contains both a good source of carbohydrate and protein. Providing a range of appropriate snacks (e.g. yoghurt, liquid meal supplements) for the whole team at the training venue is an effective way reinforce positive behaviours relating to this aspect of nutrition recovery (see the recovery fact sheet for more information). Creatine supplementation While few studies have looked at the effects of creatine supplementation on rugby performance, the nature of the game i.e. a series of high intensity efforts with variable recovery periods, would suggest that it may be of benefit. Further, use during a resistance training block, where athletes are trying to increase size/strength, may also be warranted. That said, especially with younger athletes, it’s important to recognise that more significant gains can be made through a well structured training and eating plan that promotes sufficient energy intake, while meeting other sports nutrition goals e.g. re-fuelling.

Hydration Through a Game Though the impact of dehydration on rugby performance has not been well investigated, studies of simulated match play in other team sports have shown that it can have a negative impact on movement patterns and skill level. Therefore it is vital that players implement strategies that allow them to start each match well hydrated and that they use any breaks in play (e.g. try conversions, injury) as an opportunity to top up fluid levels during the game. This is especially important when playing in hot and humid conditions (see the Hydration Fact Sheets on our website for further hydration tips). Promoting recovery after a game While a game of rugby union is unlikely to deplete muscle carbohydrate (glycogen) stores completely, it is likely that, especially for the backs, the loss will still be significant. Further, there is some evidence to suggest that excessive muscle damage (caused in rugby by the contact incurred during the game and time spent in isometric contraction, especially by the forwards), may slow down the rate of glycogen re-synthesis and an intake greater than that typically recommended may be needed to overcome this. It is therefore vital that players consume adequate amounts of carbohydrate, especially during the immediate post game period, to promote rapid refueling of glycogen stores.

Failure to do so will likely slow down the recovery process and by extension, compromise training performance between matches. The addition of protein in the recovery foods and fluids consumed after the match will help promote muscle protein synthesis. As with other team sports, a culture of consuming alcohol after games still persists in rugby union, which will hinder the recovery process in a number of ways. It will impair glycogen re-synthesis, prolong the extent of any soft-tissue injures or bruising and as it acts as a diuretic, it will slow down the process of rehydration. Further, players are less likely to adhere to optimal recovery nutrition practices when they are drinking alcohol. Rugby 7’s – A recovery and re-hydration challenge The importance of adequate fuel and fluid intake is vital for players involved Rugby 7’s tournaments, where they can play up to three games a day, over 3-4 days, often in very hot and humid conditions. During the tournament players are encouraged to monitor their daily hydration status, noting urine colour and/or large decreases in their morning body mass.

In between matches, players may use a combination of sports drinks, oral re-hydration formulas and liquid meal supplements, along with a range of carbohydrate rich portable snack foods, to help re-fuel and re-hydrate. While they will be provided with buffet style meals at the tournament hotels, players are encouraged to focus on carbohydrate rich options to re-fuel and include fluids to aid in hydration. This fact sheet is based on AIS / National team athletes and is therefore specific to these athletes. Written by AIS Sports Nutrition, last updated March 2009. © Australian Sports Commission. Additional resources Rugby Sevens and 10-a-side - ActiveSG Rugby Sevens and 10-a-side Rugby: Types of passing and catching Image credit: Andrew Tan/SportSG Not every game of rugby requires 15 players. Variations of the game, such as the rugby tens and rugby sevens have sprung up so check out the key differences between the three. Rugby Sevens Also known as 7-a-side rugby, or Sevens, this version of rugby requires only, as its name suggests, seven players on each team.

Games are also much shorter compared to the traditional 15-player rugby with each half lasting just seven minutes (compared to 40 minute-halves), with a one minute break in between. Rugby sevens is played by a team of three forwards and four backs - with two props and a hooker playing forwards, and a scrum-half, fly-half, center and winger for the backs. Due to playing numbers being halved, sevens players need to be extremely fit and fast to be able to cover the same pitch size. This adds to the excitement and its growing popularity as games are fast paced and high scoring while tournaments can be concluded in just two or three days In terms of rules, the scrum consist of three forwards on each team, instead of the eight forwards in 15-player rugby, while line outs are usually limited to two players. Other differences from the 15-a-side game are that conversions must be drop kicked, instead of a place kick, and these kicks must take place 40-seconds after a try instead of the full minute in traditional rugby.

Another difference is that the team that scores a try restarts the game and if the restart does not go beyond the required 10 metres then a free-kick is awarded to the non-offending team at the centre of the half way line. In terms of yellow card suspensions, while the sin bin lasts for 10minutes in 15s rugby, in rugby sevens a suspension lasts two minutes. Rugby Tens In Rugby Tens or 10-a-side rugby, there are only five forwards and five backs in the side with each half lasting only 10-minutes each. Two props, a hooker and two locks make up the forwards, while the backs consist of a scrum-half, fly-half, centre, winger, and fullback. Scrums in rugby tens is formed by five players on each team, with two rows instead of eight players in three rows in traditional rugby. As with seven-a-side rugby, the team that manages to score a try restarts the game, and only drop kicks can be used to score a goal. Conversions –as in rugby sevens – must be scored with a drop kick and done within 40-seconds of a try or it will be discounted.

Similarly, suspensions also last two minutes instead of the 10-minutes in 15sgame. This variation has been played for decades in Singapore and remains popular locally, however, unlike rugby sevens, which has soared in popularity across the world – now even featuring in the Commonwealth and Olympic Games - rugby tens is still largely played only in Southeast Asia having been invented in and spread from Malaysia. To receive the latest updates on the happenings in the Singapore sports scene, or to find out more about some of the latest programmes on offer at ActiveSG, like our Facebook page here . Features - RUGBY 15 - PlayStation 4, PlayStation 3, Xbox One, Xbox 360, PC, PS Vita Support An experienced studio… Developed by HB Studios, based in Canada, RUGBY 15 benefits from the considerable experience of a team that loves sport and video games.

HB Studios was behind Rugby 08 and Rugby World Cup 2011, and for a long time has been working with EA Sports on the development of the sport simulation games Madden NFL, FIFA (in particular the ‘Ultimate Team’ mode), NHL, Tiger Woods… A dynamic game You can select the weather for your matches (rain, sunshine…) as well as the time of day, or leave it up to chance with random weather. You can also decide the wind speed, but mind your conversions! It’s not just the gameplay that will be affected by your choice of weather conditions, but also the entire environment, with pitch and equipment deterioration. But rest assured, you won’t need to clean out the locker rooms after the match… Engage in a real struggle against the emergent Artificial Intelligence, which dynamically adapts to your style of play and to situations, and do the same using controls that let you change defence or attack on the go. Play with the most famous teams RUGBY 15 lets you play with the teams from the biggest leagues, and is the only game with the PRO D2 and TOP 14.

Other prestigious leagues are also included, such as the Aviva Premiership Rugby and the PRO 12 (formerly the Celtic League). See how you fare playing against the computer or against your friends in ‘Friendly Match’ mode. Set off in the race for the Brennus shield, or the PRO D2, PRO 12 and AVIVA PREMIERSHIP RUGBY titles in ‘Season’ mode. Create and win your own competition in ‘Custom Cup‘ mode. Take on the Old World rugby elite in ‘European Trophy‘ and ‘6 Countries‘ modes. Finally, earn a place among the best players in the Southern Hemisphere in ‘Southern 15‘ and ‘4 Nations‘ modes. Realistic movements and animations Motion Capture with real rugby players has been used to ensure RUGBY 15 has ultra-realistic animations and a variety of moves never before seen in a rugby game. All rugby moves have received special attention for a deep and accurate game experience. Hand-offs, spins, tackles, lineouts, scrums, conversions, rucks, mauls… For the first time in a rugby game, make all the moves such as up & unders and pop passes!

Player characteristics that come as close as possible to reality The databases, provided by OPTA, the world leader in sport statistics, mean each player in the game has precise, realistic and updated characteristics and skills. The choice of an acknowledged database used by the major players in the world of sport provides the players with everything needed to make RUGBY 15 the leading rugby simulation. In Internet Explorer, click Tools heading, then on Internet Options. Under General tab, under Browsing history, click Settings. Click View files button. Click the column heading “Name” to sort the files in alphabetical order, then browse the list until you see the files that begin with the prefix “Cookie.” (All cookies have this prefix and usually contain the name of the web site that created the cookie). For Firefox Go the the browser’s “Tools” tab and then select the “Options” menu. Then select “Privacy” and “Display cookies” in the pop-up window. Identify relevant files, select and delete. For Safari Go to your browser’s Edit menu and select Preferences. Click Security. Select cookies and click Erase or Erase All. After you’ve deleted cookies, click End. For Google Chrome Click on the Tools Menu icon. Select Options.

Click the Advanced options and access the “Privacy” section. Click the Display cookies button. Select cookies and delete. Rugby Code of Conduct Minimize talk and discussions to necessary communications only. Be responsible, do your job and never give up. We turn up on time to practice and games. We let the coach know when we are not available. Every player wears the full clean uniform at every game. The Team captain makes all tactical decisions on the field. There is no dissension or arguing amongst the team members during a game. We do not trash talk, taunt or in any other way show un-sportsmanlike conduct towards opposing players, coaches and supporters. Dirty or dangerous play is not part of the game and is not to be tolerated by our team nor retaliated against if perpetrated by the opposition. Meet and talk to the opposition after the game. We shake hands with opponents and coaches after the game. We thank referees and other officials. We are good hosts when we play home games. Show class We do not whine during or after the game. Whatever the outcome, we will not act victimized. All good plays are appreciated by all the team members; self-congratulating, preening etc. has no place in rugby.

We are respectful of our hosts, their property and reputation when we are the visitors. We strive to improve the image of rugby and rugby players at every opportunity. Measuring success and progress in how we play: There are many ways to be winners in a rugby match as well as scoring the most points. Here are some of the ways in which we will set our goals and measure our playing success: First time tackling - get your opposing player down - minimize missed tackles. First to line outs & scrums. First to get possession of the loose ball. Quickly into attacking or defending position at all times. Get all scrum balls and line outs that we put in. Only pass the ball to a player in a better position to take it and who is moving forward. Number of times we get the ball (all possessions) Number of times we cross the gain line whenever we get the ball. Amount of “good ball” we get from set pieces, second/ third phases etc. vs. “bad” ball. Quickly pass off “good ball” we get from set pieces, second/ third phases etc. and suck up “bad” ball. Number of dropped passes as a ratio of caught passes. Number of penalties conceded vs the opposition.

(Fewer penalties at each game as we progress through the season). Line outs won/ lost on our line out throw. Line outs won/ lost on their line out throw. Scrums won/lost on our put in. Scrums won/lost on their put in. Conversion and penalty kicks at goal percentage. Rugby Rules | LineoutCoach.com Key Partners Rugby Rules Rugby rules can appear complicated at times but at its heart, Rugby Union is a sport which displays the best of team spirit, respect and fair play. Referee Alain Rolland sends off Sam Warburton in the Rugby World Cup Final under his interpretation of a spear tackle in the rugby rules Rugby Rules: The Basics Rules of rugby exist to specify when points are scored through tries or conversions, what clothing is allowed for rugby players, what contact such as tackling is deemed acceptable, what criteria rugby equipment should meet etc. These Laws of the Game are governed by World Rugby (formerly known as the International Rugby Board (IRB)) which looks after all aspects of the sport, including organising the Rugby World Cup held every four years. What is rugby? LineoutCoach can help with our quick guide to all the basic rules.

We can tell you about the basics such as the rugby field and rugby ball. Explain the rules and laws of the game. Give you a guide to the rugby positions and explain the terms used Tell you the best players and teams to watch Recommend the competitions and tournaments to follow All this plus rugby coach tips on match tactics and the technical aspects of the game to improve your performance. Awesome. Rugby Rules: Rugby 101 Rugby Rules: What is Rugby Essentially it is a game in which two teams of 15 players carry, pass or kick an oval ball with the aim of scoring points by touching the ball down or kicking it between the posts while the opposing team tackle them to prevent their progress and regain possession. Unlike American Football the match play is constant, all players are on the field at all times and play offence and defence as required. Matches last 80 minutes, two halves of 40 minutes each. Rugby Union has a long history, shared in part with Rugby League and American Football but the rules vary at key points. It also has traditions such as the Haka.

Rugby terminology is a language unto itself and can be difficult to understand but the LineoutCoach explanations of rugby positions and rugby gear, the field of play and basic rules should help. So if you have ever asked ‘what is rugby?’ we should provide all the information you need. Soon you’ll be able to talk about ‘rucks’, ‘mauls’, ‘scrums’ and ‘lineouts’ like a professional. Rugby Rules: Field of play and the Rugby Ball The rugby field or pitch is slightly larger than an American Football field and has markings denoting areas of play. Points are scored when the ball crosses the try line either in a players hand (touch down) or when kicked between the posts. Rugby rules state that the ball used is slightly rounder than its American cousin to give a more even bounce when kicked. Kicking in open play is a key part of the game to gain advantage and ground on your opponent. Rugby Rules: Rugby Games Rugby is played at junior, senior and international (Elite) level by both men and women. In addition to the traditional 15 man format, rugby sevens is becoming increasingly popular.

Variations exist in the rugby rules for U19 and Sevens games to allow for the physical and numercial differences at key points. Under rugby rules, scoring is the same across all formats of the game. A try earns 5 points (ball touched down in or over the goal line), a conversion 2 points (kick between the posts after a try), a drop goal or penalty kick 3 points (ball between the posts). Rugby Rules: Rugby Positions There are specialist roles for the 15 players and names for each position. Unlike some sports the numbers on the jersey reflects the specific position they play, so a hooker is always no2. There are two ‘packs’, the Fowards numbers 1-8, the powerhouse, who aim to win the ball and contest the set piece plays such as lineouts and scrums. The Backs 9-15 are typically smaller and more agile as they run, kick and carry the ball like running backs in American Football. Substitutes have numbers higher than 15 and are brought on to replace injured or tired players as required or to change the strategy of a game under rugby rules.

Rugby Rules: Rugby Gear Rugby rules allow for a full contact sport, so the correct rugby gear is essential for players safety and optimum performance. Rugby jerseys, shorts, cleats and protective gear such as scrum caps and mouth guards are all designed to perform in the rough and tough environment. The governing body have set out rugby rules for all rugby equipment and a team’s kit must meet this criteria before a match can proceed. Rugby Rules: More Information This is a very brief introduction to the sport and the rugby rules. To find out more about playing rugby read the LineoutCoach book “ Rugby Revealed ” and learn the game from the pros. For full details of the rules of the game, read the World Rugby Rugby Rules Rugby Glossary | iSport.com Rugby Glossary A B C D E F G H I J K L M N O P Q R S T U V W X Y Z # 10 Meter Line - A solid line running parallel to, and at a distance of 10 meters out from, the try line. It also marks the area of the pitch where a conversion kick may be attempted, as it must be at least 10 meters out from the in-goal zone.

10’s - A version of rugby played with 10 players a side and 10 minute halves. 15’s - See Rugby Union . 22 Meter Line - A line on each side of the pitch that designates each team’s defensive area, similar to the ‘red zone’ in American football. 7’s - A version of rugby where only seven members from each team play at a time, and in seven minute halves, often with a mix of three forwards and four backs. A Advantage - When the referee allows play to continue after one team has committed a penalty that does not prevent the other team from playing the ball, effectively giving the team with the ball an ‘advantage’ over the other team. B Back 10 - When a penalty is awarded, the offending team must get back 10 meters Back Row - The third line of the pack, consisting of the eight man and two flankers. Backs/Back Line - Consisting of a Scrum Half, Fly Half, Inside and Outside Centers, Left and Right Wings, and a Fullback, they're usually the players who do the majority of the running with the ball.

The Backs (who wear numbers 9-15) act much like the running backs and wide receivers on a (American) football team. Ball Carrier - Whoever has possession of the ball at any given time is the ball carrier. Ball's Out! - Whoever starts the ball moving after a scrum, ruck, or maul will call this out to signal the start of play to his teammates. Binding - This occurs when players lock hands and arms with each other during scrums, rucks, and mauls in order to both combine strength with teammates, and make a larger obstacle for your opponent to handle. Blind Side - The area of the pitch between the ball and the closest of the two touch lines; the opposite is the Open Side. Blocking - See Obstruction . Blood Bin - When a player becomes wounded and starts to bleed, they are required to leave the pitch until the bleeding stops or gets bandaged. A temporary substitution takes place, and when the player who was bleeding gets it under control, they are permitted to return to the match. Such a substitution does not count against the set number of substitutions each team is allowed during the match. Breakaway - See Flanker .

Breakdown - The term for what happens when the ball carrier gets tackled and a ruck is in the process of forming. Usually refers to the brief period of time when players from both sides compete to put their respective sides in a position to get the ball. C Cap - When a player is a member of a national team, and plays another national team (such a match is called a test), that player receives notoriety of that fact, called a Cap. Mostly a statistic to show the number of times every player on each team has competed in a test. Captain - The one player from each team who’s in charge of their respective teams. They’re almost always the only players to communicate with the referee. Centering (the ball) - After a try is scored, the place where the conversion kick takes place is both at least 10 meters out from the try line and a straight line out from wherever the ball was touched in the try zone. To make this kick easier, whoever scores the try will attempt to Center the Ball by touching it down as close to the middle of the uprights as possible. Centers - Two positions in the middle of the Backs line, called Inside Center and Outside Center.

Charge Down - When one team attempts to kick the ball and members of the other team run full-speed at the kicker in an attempt to block the kick. Clear(ing) the Ruck - The act of driving opposing players off of, and away from, a ruck. Collapsing the Scrum - During a scrumdown, sometimes a player in the front row of one pack will attempt to pull down the player on the other team directly across from him/her in an attempt to create a weak part in the other team’s scrum, which would make it easier to push that pack off the ball. Because all the forwards in a pack are connected during a scrum, if one player falls several more usually do also. Sometimes it happens naturally, but if the referee decides that one player is intentionally trying to force the other pack to the ground, that player will be called for Collapsing the Scrum. Conversion Kick - The opportunity to score two additional points after a try. A conversion kick is attempted at a spot that’s no closer than 10 meters out from the try line, and also a straight line out from wherever the ball was touched in the try zone.

It can be a drop kick or place kick, the only difference being the opposing team is allowed to charge down the kicker (as soon as the kicker moves forward) if a place kick is attempted. D Dead Ball - When play stops for any reason, the ball becomes a dead ball and any action that happens after a dead ball has been called is nullified. Dead Ball Line - Because the ball can be played in the in-goal zone—after a failed Drop Goal attempt, for example—play does not automatically stop whenever the ball enters the try zone. The end of the in-goal zone is marked by the Dead Ball Line. Drop Goal - A Drop Goal occurs when a player drop kicks the ball through the uprights while play is still going on, and is awarded worth three points. Drop Kick - When the ball carrier drops the ball and kicks it at the exact moment it touches the ground. Drop Out - A free kick taken from either the try line or the 22 meter line. Dummy Kick/Pass - When the ball carrier motions as though they’re going to pass or kick the ball, then doesn’t. E Eight Man - The forward located at the back of the pack, supporting the second row from behind.

When a pack wins control of the ball, the scrum half usually picks the ball up from right behind the eight man. F Fair Catch - If one team kicks the ball and a player from the other team catches the ball with at least one foot behind that team’s 22 Meter Line, that player may call for a Fair Catch as long as the ball is caught cleanly, usually followed by the referee calling a free kick. Feed - See Put-in. Fixture - See Match . Flanker - One of two forwards that binds on to the outside of the pack immediately behind, and to the side of, the second row during a scrum. Referred to as Blindside Flanker and Openside Flanker, depending on which side of the pack they're located. Fly Half - A member of the back line, usually in charge of orchestrating plays among the backs. The Fly Half also usually receives the first pass after a scrum from the Scrum Half. Also referred to as the Outhalf or Outside Half. Foot Up - When the hooker puts his/her foot out before the ball is put in to the scrum; it’s not legal, but if observed by the referee it usually results in only a warning and another scrum-down.

Forward Pass - When the ball carrier passes the ball in front of him/herself; it is a minor penalty that results in a scrum down for the other team. Forwards - The members of the team who make up the Pack, they’re the bigger players who do less handling and running with the ball. Consisting of two props, a hooker, two locks (or second rows), two flankers, and an eightman, they also make up one half of a scrum, the other half made up of the other team’s pack. They wear jersey numbers 1-8. Free Kick - When one team commits a minor penalty, the other team will have the option to kick the ball down the pitch without the other team interfering. This is usually done to get the ball out of your team’s zone, or to set up a line-out. Front Row/First Row - The forwards at the front of the scrum, made up of both props (loose head and tight head) with the hooker in between. Fullback - One of the Back positions, often responsible for catching free kicks made by the other team. G Gain Line - An imaginary line across the pitch marked by the spot where the ball was when play stopped.

It’s commonly decided by the spot where a penalty was committed, or the point on the touch line where the ball went out of bounds. Goal - A goal is awarded when the ball is successfully kicked between the posts (uprights). This is done with a drop kick during normal play or after play stops because one team committed a penalty; in the second instance, the ball can be placed on a tee. Goal Line - See Try Line . Goal Posts - The upright structure at the center of the try line. The lowest bar (cross bar) is 9 feet 10 inches from the ground, and the side posts are 18 feet 4 inches apart. Grounding - In order to actually score a try, the ball carrier must touch the ball in the opponent’s in-goal zone , the area between the goal line and dead ball line. The ball carrier must maintain control of the ball until it’s actually touched down in the in-goal zone; if it’s knocked loose before the ball carrier touches the ball to the ground, no try is awarded and play will continue. Grubber - When a player kicks the ball and it rolls along the ground bouncing. H Halfback - See Scrum Half .

Halfway Line - A line that runs perpendicular to the touch lines in the middle of the pitch, covering its entire width. High Shot/High Tackle - When a defensive player attempts to tackle the ball carrier above the shoulders, that player guilty of a high tackle, an example of the more moderate-to-severe infringements. Multiple high shots/tackles are a good way to get sent to the sin bin, or sent off. Hooker - The hooker is the middle forward in the front line of the scrum, residing between the two props. During a scrum, the hooker is supported by the props and attempts to kick the ball backwards after it’s been rolled into the scrum. Hospital Pass - When the ball carrier makes an ill-timed or poorly executed pass to a teammate resulting in that teammate receiving a vicious hit from an opposing player. I In Touch - The term given when the ball crosses either of the touch lines or dead ball lines, essentially meaning the ball has gone out of bounds and is dead. Infringement - When a player commits a penalty, it’s called an infringement. A penalty will be awarded to the opposing team, resulting in a scrum down, free kick or penalty kick.

In cases of more severe penalties, it can also result in one player being sent to the sin bin, or sent off the pitch. In-Goal Area - The ends of the pitch between the try line and dead ball line, where the ball must be touched down to score a try. Injury Time - Time added on to the end of each half to make up for any time where play stopped because of an injury; the amount for each half is determined at the referee’s discretion. Inside Center - One of the two centers in the middle of the back line, closer to the scrum/pack than the outside center. See Centers. Inside Half - See Scrum Half IRB - The International Rugby Board, an organization that oversees and adjusts the Rugby Union laws and bylaws, and also moderates the Rugby World Cup tournaments every four years. J Jumper - Any player in a line-out that jumps and gets lifted by teammates while trying to catch the ball. K Kick Off - To start a match, or resume a match after one team scores or after half time, a player will dropkick the ball at or behind the 50 Meter line.

The ball must go at least 10 meters forward, and once it reaches that mark it can be played by either team. Knock-On - A knock-on is when the ball touches a player and moves in a forward direction, similar to a forward pass but without a pass having necessarily happened. It is a minor infringement, and results in a scrum-down to the other team. It’s also called a Knock Forward. L Leg Up - See Foot Up . Lifter - Any player involved in a line-out who lifts a jumper. Lineout - When the ball goes out of bounds, a lineout takes place to resume play. The team not responsible for the ball going out of bounds gets to throw the ball back in (similar to a throw in for soccer/football). Two rows of players line up perpendicular from the touch line where the lineout is taking place, with a few meters in between them, and when the ball is thrown in each team will lift a player who will attempt to catch the ball and secure possession for their respective teams. Lock - The name for both forwards in the second row of the pack/scrum. Also referred to as a ‘second row’.

Loop - A loop occurs when the ball carrier passes the ball to a teammate, then immediately runs behind that teammate and catches a pass from the same player. Loose Forwards - Part of the pack and scrum, the loose forwards consist of two flankers and an eight man. The flankers support the second row players on each side of the scrum, and the eight man supports the second row players from behind. Also the name of the player at the rear of the pack in League rugby. Loosehead Prop - One of two props in a pack, who’s on the left side of the scrum. M Mark - As determined by the referee, the spot where a scrum takes place. Match - The technical term for a rugby game. Maul - A maul occurs when the ball carrier runs at members of the opposing team but remains standing upright, not going to the ground (which would set up a ruck). At least three members of each team will bind on and push the ball carrier toward each side’s respective in-goal zone; in other words, if your team has the ball you push towards the other team’s try line, and if not you push away from your try line.

The ball must keep moving in a maul; if both sides push to a stale mate, the ball carrier must pass the ball out or ground it and start a ruck, or a penalty will be called, usually a scrum to the other team N Non-Offending Team - Whichever team is being awarded a penalty, as opposed to the team that committed the penalty. Number 8 - See Eight Man . O Obstruction - Because blocking for the ball carrier is illegal in rugby, no player can purposefully put himself between the ball carrier and a member of the opposing team (which would obstruct the defensive player from making a play). When this occurs, a penalty will be awarded to the defensive team. Offside - A player is offside when they essentially make a play on the ball from an illegal starting position. The ball acts a continually-moving line of scrimmage or offside line, and any attempt at a defensive play must be made by coming straight at the ball carrier, or at least from a forward direction, just as an offensive player must be behind the ball carrier to make a play. For example, a defensive player who attempts to make a play on the ball carrier from the side or behind the ball carrier is offside.

A player can be offside without any penalty, so long as there is no attempt to make a play before that player gets back onside. Onside - On offense, you’re onside so long as you don’t go in front of the ball carrier. On defense, you’re onside so long as you’re not behind the ball carrier. Open Side - The area of the pitch between the ball and the further of the two touch lines; the opposite is the Blind Side. Out of Bounds - See In Touch . Outside Center - One of the two centers in the middle of the back line, closer to the touch line than the inside center. See Centers . Over the Top - When a ruck occurs, members of the defensive team must go through the offensive players who bound up over the ball. Any attempt to jump or go over the ruck to get the ball is an infringement. Overload - When there are more defensive players around the ball carrier than there are offensive players it's called an overload, which refers to the imbalance in the number of players from each side.

Strategically, when an overload occurs the offensive team should recognize it and pass the ball to a teammate at a different part of the pitch, because if there are more defensive players than offensive players around the ball carrier at that point it automatically means that there is the opportunity to have fewer defensive players than there are offensive players elsewhere on the pitch, creating an advantage for the offensive team. P Pack - In Union rugby, the eight forwards involved in a scrum, consisting of three lines; the first is made up of the props and hooker, the second by two locks, and the third by both flankers and eight man. In League rugby, the six forwards involved in a scrum, consisting of two props and a hooker (front line), two second row forwards, and a loose forward (similar to the eight man in a Union pack). Peeling Off - When a lineout player leaves the lineout formation to catch the ball. Penalty - After a moderate to severe infringement has been called, the non-offending team is awarded a penalty.

The offending team must back up 10 meters from the spot of the infringement, regardless of what the non-offending team chooses to do, and cannot move forward until the non offending team has crossed that 10 meter mark. The non-offending team has three options with how they use their penalty kick: 1) kick the ball far down the field (usually to get the ball away from your team’s in-goal zone, and often out of bounds); 2) the ball carrier taps the ball with his/her foot and uses the 10 meter head start to run straight into the opposing team (very popular with forwards, especially if the non-offending team is close to the other team’s in-goal zone); 3) try for a penalty kick, if it’s close enough. Penalty Try - When the team with the ball would’ve scored a try but was prevented from doing so because the other team committed an infringement, the referee can award the offensive team a try anyway, called a penalty try. Pill - Nickname for a rugby ball. Pitch - The term for the field where a rugby match is played. It can be no more than 100 meters long and 70 meters wide.

It must clearly indicate a half-way line, a 10 meter and 22 meter line at each end (located at 10 and 22 meters out from the try line at each end, running the entire width of the pitch), and two hash-marked lines running parallel to both touch lines the entire length of the pitch, five meters out from each touch line. Place Kick - When the ball is kicked from a tee (or other means to keep the ball upright and in place i.e. pile of sand), rather than a drop kick. Pop Kick - A small kick, usually short in distance but several meters high; it’s often used to get the ball past/over a close defender without actually engaging that defender. Also see Up and Under. Pop Pass - A pass, usually soft, that only moves a few meters and is mostly vertical in movement. Prop - One of two forwards in the first line of a pack; see Loosehead Prop and Tighthead Prop . Punt - When the ball carrier releases the ball and kicks it before it touches the ground.

Pushover Try - A try scored when one pack in a scrum pushes the other pack across the second team’s try line, then grounded by a player from the first team. Put-in - After the packs come together in a scrum, the ball is introduced by rolling it into the space between both teams’ front lines, which is called the put-in. R Raking - When a player is on the ground in the middle of a ruck, it’s likely that player will be raked, as the other players in a ruck aren’t allowed to reach into the middle of a ruck to possess the ball with their hands. It’s not uncommon for members of one team to purposefully and painfully rake their cleats on a player from the other team during a ruck. Red Card - A signal by the referee that a player has been sent off. Referee - The only official presiding over a match. The referee is also the timekeeper. Sometimes referred to as ‘The Sir’ or ‘Mr. Ref’. Replacement(s) - Each team is allowed to substitute a certain number of players (depending on the rules of the league that the match is governed by) during the course of a match.

Substitutions must be allowed by the referee, and are only allowed when a dead ball has been called. Right to Contest Possession - During the course of normal play, possession of the ball is not fixed and can be attained by either team. In other words, the defensive team can try to obtain the ball from the attacking team at any time; there is nothing that guarantees possession for one team aside from penalties. Winning scrums, rucks, and lineouts are some of the most common ways of contesting possession of the ball. The right to contest possession exists in Union rugby only. Rolling Maul - A maul that’s actually a series of continuous mauls with multiple direction changes; instead of running straight at the other team and having many players from each side bind on, the ball is continuously moved left or right, with only a few players binding on in each new maul. Ruck - A ruck occurs when members (at least three) from both teams bind together and converge on the ball after it’s been placed on the ground, most often after a tackle. Each side attempts to go through the other to obtain possession of the ball.

Rucking - When a ruck occurs, there’s usually a swarm of people involved, and in order to get possession of the ball and pass it out, players involved in a ruck will often sweep at the ball with their feet to move it. It’s not unusual to see a player on the ground fall victim to a bit of raking while this goes on. Rugby Ball - The ball used in a rugby match, shaped like a football but wider and with blunted ends. Rugby League - A code of rugby played with 13 players a side and a different set of rules from Rugby Union. Rugby Union - The code of rugby most commonly played, with 15 players a side and 40 minute halves. Rugby World Cup - An international competition of national teams in the Rugby Union played every four years. Teams are invited to the RWC (Rugby World Cup) by winning qualifying matches. Rugger - Nickname for a person who plays rugby. Rules - The laws by which a rugby match is officiated. S Scrum - A scrum (or scrum-down) is the set piece used to start play back up after a minor infringement, usually a knock-on or forward pass.

The packs from each team line up in the following formation: props and hooker in the front, locks behind the props, eight man behind the locks, and one flanker on the outside of each lock. Each pack will bind together, then the referee will call out something close to "Touch (the front rows on each side get into position), Hold (the packs tense up, ready to push), Engage (the packs collide together)." The scrum is created, and play resumes when the ball gets rolled in. The forwards in a scrum may not disengage until the ball exits the scrum and is passed off or played by a player not in the scrum. Scrum Cadence - The series of words used by the referee to start a scrum. The cadence usually consists of four sequential terms — crouch, touch, pause and engage — which act as a series of preparatory phases. These four phases allow the packs to gradually enter the scrum, rather than rushing into it. Scrum Half - The back player who, among other things, is responsible for rolling the ball into a scrum, and collecting it as it exits a scrum.

Also known as Inside Half and Half-Back Scrum-down - The action of bringing the two packs in a scrum together. Also see Scrum . Second Row - The second row of the scrum, consisting of two locks; it’s also another name for the ‘lock’ position. Send-Off - When a player who engages in exceedingly dangerous or harmful play is kicked out of the game, that player becomes a send-off, and cannot be replaced by another player. Set Piece/Set Play - The different ways that play is resumed after a stoppage. Scrums and line-outs are the most common. Sin Bin - If a player either repeatedly commits severe infringements, or one extreme infringement that’s not worthy of being sent off, that player is placed in the sin bin (the area behind that player’s in-goal zone) for a length of time determined by the referee. That player’s team must play shorthanded until the time is up. Skip Pass - When there are at least three players from one team in a row, and the ball carrier passes it to the third player rather than to the player closest to him/her, a skip pass has taken place.

Stoppage Time - Any time that play was stopped because of injury is called stoppage time, and gets added on at the end of each half. Support - A player or group of players in close proximity to the ball carrier, usually off to one side, available for a pass if the ball carrier’s progress is impeded. Switch - When the ball carrier runs in one direction and passes the ball to a teammate that’s running behind the ball carrier and in the exact opposite direction. T Tackle - When one player wraps up the ball carrier and forces him/her to the ground. Tactical Advantage - One way that the non-offending team can benefit from an advantage call. It refers to the non-offending team being able to continue playing the ball in such a way that they gain a quick upper hand over the offending team. For example, during an advantage period, the non-offending team quickly passes the ball across the field to its back line, where there are fewer members of the offending team; this creates a personnel overload in favor of the non-offending team. Take - When a player cleanly catches the ball after a kick; usually commented on as a ‘good take’.

Tap Penalty - After a penalty has been awarded where the opposing team has to move 10 meters back, the ball carrier for the non-offending team can try to start play before the other team has completely moved back 10 meters, or a member of the offending team tries to make a play on the ball carrier before the whole team makes it 10 meters back. If this is successful, the offending team receives another penalty, and it starts all over again. Tap Tackle - When a defender attempts to stop the ball carrier by slapping (tapping) one of the ball carrier’s legs into the other, knocking him/her over. Territorial Advantage - One way that the non-offending team can benefit from an advantage call. It refers to the non-offending team actually gaining ground on the offending team during an advantage period. Test - A rugby match between two national-level teams. Throw In - When the ball is thrown in during a line out, signaling that play has resumed. Tight Five - A term used to describe the first two rows of the pack (consisting of five forwards), as they’re bound more tightly together than the third row.

Tighthead Prop - One of the two props in a pack, on the right side of the scrum. TMO - Television Match Official. A member of the officiating crew who is capable of reviewing a match in slow motion to advise the referee about the correct call on a particular play. Touch - See In Touch . Touch Judge - An official who’s responsible for marking the point where the ball goes out of bounds, and to decide if a kick goes through the uprights. Touch Rugby - A non-contact version of rugby that focuses on fundamental skills; touch rugby is often used to teach new players the basics of the game. Touch-down - When the ball is in a player’s in-goal zone, that player can stop play by touching the ball down in his/her own in-goal zone, which stops play and allows that team to kick the ball away from their try line Touchline - The line on each side of the pitch marking out of bounds. Try - The main method of scoring during a rugby match, occurring when the ball carrier grounds the ball in the opposing team’s in-goal zone. It’s worth five points. Try Line - The lines that indicate the start of each team’s in-goal zone.

Tunnel - The space between two teams during a scrum-down or line-out. Turnover - When one team accidentally gives possession of the ball to the other team. U Up and Under - A short, high kick specifically used to give other players on the kicker’s team a chance to run under the ball and catch it. Also known as a Garryowen, after the Irish rugby club that’s reputed to have invented it. W EA SPORTS™ Rugby 08 | PS2 Games | PlayStation EA SPORTS™ Rugby 08 OVERVIEW Preview GAME FEATURES Experience all of the excitement of the 2007 Rugby World Cup in France as you challenge the best teams and players ever assembled for global supremacy. A nation's destiny is in your hands when you take control of one of the officially licensed national teams and power your way through a gruelling six-week World Cup campaign for the sports' ultimate prize - the glorious Webb Ellis Cup. Take complete control of managing your favourite squad, emulating its attacking style and, for the first time ever, use new authentic defensive formations. Adjust your defence on the fly to keep momentum on your side or counter your opponent's attacking style by changing your defensive strategy based on score, field position, and more.

This year EA SPORTS Rugby 08 introduces a layered pick-up-and-play control system for set pieces and drop kicks. Now you take full command over every scrum and maul with enhanced push and rotation controls, make line-outs look easy with a simplified control scheme for the novice player and advanced mechanics for the pro, and master the new kicking meter to score those key penalties and conversions. The world is yours for the taking in EA SPORTS Rugby 08. Recreate 30 classic moments in World Cup history using modern teams for fans to unlock exclusive World Cup highlight videos. Play as your national side in its official World Cup kit as you go for the ultimate glory on the world stage for the Webb Ellis Cup. With an unprecedented level of customised camera angles, zero in on all the action on the field by zooming in on rucks and scrums. Tough tackling World Cup rugby on PS2 Prepare to dig in deep and fight for World Cup victory with Rugby 08 from EA Sports’ With the Rugby World Cup set to thrill fans everywhere, EA Sports has taken up the challenge once more of bringing rugby's special sporting blend of passionate action, tactics and the odd spot of rough-housing directly to the comforts of your own home.

Getting into a ruck It's easy to tell Rugby 08 is the officially licensed videogame of the 2007 Rugby World Cup, before you even kick a single oval-shaped ball. The presentation is an immaculate mixture of real life footage and contemporary music to create an authentic and strong pre-match atmosphere for the game. This only serves to heighten the build-up, once the extensive nature of Rugby 08 sets in. All 20 of the national teams are available for selection, with not only official kits, badges and stadiums accurately recreated, but also the fearsome facial features of key players and any particular traits unique to specific nations. The mighty All Blacks' haka ritual has never looked more terrifyingly authentic. Positively scrumptious The realism continues in the gameplay, with the sport's nuances shining through. Passing and scrum pushing are well devised and intuitive, creating a quick and flowing game complimented nicely with fluid animation that highlights the action's intensity and authenticity. A new kicking meter has also been introduced to refine the technique for those all-important conversion and penalty moments without removing any of the tension, while everything else is assisted by an intelligent button layout, designed to gently work you into the game with minimal hassle.

However, despite the ease of play thanks to a well designed control system and numerous training/tutorial modes, there's no loss depth in Rugby 08. Tactics and strategy remain a huge part of winning games, as the artificial intelligence of computer controlled players on both sides constantly searches for weaknesses against rivals, adjusting attack and defence on the fly to maintain momentum. Squad rotation, shrewd on-pitch decisions and unforced errors can affect team morale which in turn can make grinding out victory - or worse, pulling back a score deficit - more difficult. The world is yours Fans looking to experience more than just winning the Webb Ellis World Cup won't be disappointed with what else is on offer in the game. A host of club teams are on hand to vary proceedings, as are a number of other competitions, including the European Trophy and the Guinness Premiership. Should you wish to revisit former glories, there's also the World Cup Challenge, which recreates 30 of the biggest moments in the competition's history using modern teams in objective based challenges, rewarding you with exclusive World Cup highlight videos. Rugby 08 is ideal for any rugby fan.

Its high production values are in good company with the deep and intuitive gameplay, while the various modes and features will extend enjoyment long after the glory and heartache of the World Cup passes. Pick it up - it's worth more than just a mere try. 1-2 Players

Question: Which sport features line-outs, scrums and conversions?
Answer: Rugby